mirror of
https://github.com/Floriansylvain/WhateverWebGPU.git
synced 2026-08-19 11:43:26 +02:00
187 lines
5.0 KiB
TypeScript
187 lines
5.0 KiB
TypeScript
import "./style.css"
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const GRID_SIZE = 32
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async function getCanvas(): Promise<HTMLCanvasElement> {
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const canvas = document.querySelector<HTMLCanvasElement>("#canvas")
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if (!canvas) throw new Error("Canvas element not found")
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return canvas
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}
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async function getAdapter(): Promise<GPUAdapter> {
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if (!navigator.gpu) throw new Error("WebGPU not supported on this browser.")
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const adapter = await navigator.gpu.requestAdapter()
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if (!adapter) throw new Error("No appropriate GPUAdapter found.")
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return adapter
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}
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async function getDevice(adapter: GPUAdapter): Promise<GPUDevice> {
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return await adapter.requestDevice()
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}
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function configureContext(
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canvas: HTMLCanvasElement,
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device: GPUDevice,
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): GPUCanvasContext {
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const context = canvas.getContext("webgpu")
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if (!context) throw new Error("Failed to get WebGPU context.")
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const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
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context.configure({ device, format: canvasFormat })
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return context
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}
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function createVertexBufferLayout(): GPUVertexBufferLayout {
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return {
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arrayStride: 8,
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attributes: [
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{ format: "float32x2" as GPUVertexFormat, offset: 0, shaderLocation: 0 },
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],
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}
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}
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async function createCellPipeline(
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device: GPUDevice,
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canvasFormat: GPUTextureFormat,
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): Promise<GPURenderPipeline> {
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const cellShaderModule = device.createShaderModule({
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label: "Cell shader",
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code: (await import("./shaders/cell.wgsl?raw")).default,
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})
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return device.createRenderPipeline({
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label: "Cell pipeline",
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layout: "auto",
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vertex: {
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module: cellShaderModule,
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entryPoint: "vertexMain",
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buffers: [createVertexBufferLayout()],
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},
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fragment: {
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module: cellShaderModule,
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entryPoint: "fragmentMain",
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targets: [{ format: canvasFormat }],
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},
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})
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}
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function createGridUniformBuffer(device: GPUDevice): GPUBuffer {
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const gridUniformArray = new Float32Array([GRID_SIZE, GRID_SIZE])
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const gridUniformBuffer = device.createBuffer({
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label: "Grid Uniforms",
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size: gridUniformArray.byteLength,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(gridUniformBuffer, 0, gridUniformArray)
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return gridUniformBuffer
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}
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function createTimeBuffer(device: GPUDevice): GPUBuffer {
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return device.createBuffer({
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label: "Time Uniform",
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size: 4,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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})
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}
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function createBindGroup(
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device: GPUDevice,
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cellPipeline: GPURenderPipeline,
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gridUniformBuffer: GPUBuffer,
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timeBuffer: GPUBuffer,
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): GPUBindGroup {
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return device.createBindGroup({
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label: "Cell renderer bind group",
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layout: cellPipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: { buffer: gridUniformBuffer } },
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{ binding: 1, resource: { buffer: timeBuffer } },
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],
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})
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}
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function createVertexBuffer(device: GPUDevice): GPUBuffer {
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const vertices = new Float32Array([
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-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
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])
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const vertexBuffer = device.createBuffer({
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label: "Cell vertices",
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size: vertices.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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})
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device.queue.writeBuffer(vertexBuffer, 0, vertices)
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return vertexBuffer
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}
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class Renderer {
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constructor(
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private device: GPUDevice,
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private context: GPUCanvasContext,
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private cellPipeline: GPURenderPipeline,
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private vertexBuffer: GPUBuffer,
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private bindGroup: GPUBindGroup,
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private timeBuffer: GPUBuffer,
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private vertices: Float32Array,
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) {}
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public render(timeMs: number): void {
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const time = timeMs / 1000
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this.device.queue.writeBuffer(this.timeBuffer, 0, new Float32Array([time]))
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const encoder = this.device.createCommandEncoder()
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const pass = encoder.beginRenderPass({
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colorAttachments: [
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{
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view: this.context.getCurrentTexture().createView(),
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loadOp: "clear",
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clearValue: [0.0, 0.0, 0.4, 1.0],
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storeOp: "store",
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},
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],
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})
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pass.setPipeline(this.cellPipeline)
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pass.setVertexBuffer(0, this.vertexBuffer)
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pass.setBindGroup(0, this.bindGroup)
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pass.draw(this.vertices.length / 2, GRID_SIZE * GRID_SIZE)
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pass.end()
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this.device.queue.submit([encoder.finish()])
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requestAnimationFrame((time) => this.render(time))
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}
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}
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async function init() {
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const device = await getDevice(await getAdapter())
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const context = configureContext(await getCanvas(), device)
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const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
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const cellPipeline = await createCellPipeline(device, canvasFormat)
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const gridUniformBuffer = createGridUniformBuffer(device)
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const timeBuffer = createTimeBuffer(device)
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const bindGroup = createBindGroup(
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device,
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cellPipeline,
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gridUniformBuffer,
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timeBuffer,
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)
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const vertexBuffer = createVertexBuffer(device)
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const vertices = new Float32Array([
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-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
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])
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const renderer = new Renderer(
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device,
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context,
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cellPipeline,
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vertexBuffer,
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bindGroup,
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timeBuffer,
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vertices,
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)
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requestAnimationFrame((time) => renderer.render(time))
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}
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init().catch((error) => {
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console.error("Error initializing WebGPU:", error)
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})
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